Whilst borrowing much from Civilization 1-3, I've tried to make a game that focuses on the fun aspects rather than the tedious.

Efficient air and naval transport and combat - the player can select where to attack or transport units to immediately.

No pollution! No senate or war weariness! No city disorder!

Rather than simply having a generic "city production", cities also need to obtain elements in order to build things: Wood, Stone, Bronze, Iron, Gunpowder, Oil.

Any foot soldier can build roads, rather than having to have specific worker units. Foot soldiers can also attack enemy units or cities directly by sea. Thus there is an advantage for building a mixed army of foot units and strong units, rather than just the latter.

If you get complaints about missing DLLs, e.g., d3dx9_36.dll or
d3dx9_43.dll, you need to install the latest
DirectX runtime.

Linux download

For Ubuntu/Debian, download the relevant binary installation from the
packages page (for
32-bit Linux, pick one that ends "_i386.deb", for 64-bit Linux, pick one that ends "_amd64.deb). For
other Linux distributions, you have to compile from the source (see below). For Ubuntu, you need to
be running at least version 12.04 (Precise), though it should work on older versions if you compile
from source.

Source code download

The
source code is available, released under the
GPL v2 or later. For Linux, you need the following libraries to compile: nvidia-cg-toolkit libfreeimage-dev libsdl1.2-dev
libsdl-mixer1.2-dev liblua5.1-0-dev libfreetype6-dev. libqt4-dev is also required for the Preferences program. For more details, please see the file conquests_source.txt (in the
source archive).

Conquests is completely free, however if you wish you can show your appreciation and support future development by donating! This can be done through Paypal
below (Paypal account not required, supports debit or credit card). Thanks!

If the game fails to run, or has graphical problems, please try the following:

For Windows, make sure you have installed the required libraries/DLLs (see Windows download,
above).

On Linux, try running from the command line (from Terminal window, type conquests.out) to see
if that gives any informative error message.

Ensure you have the latest drivers for your graphics card (on Ubuntu, I seem to only have
any success with the proprietary NVIDIA and ATI drivers, though this may be just me - it doesn't
help that I can only seem to run the open source drivers in software mode...)

Try experimenting with the Conquests Preferences program, to see
if it can be made to work under different settings (e.g., switching to OpenGL, and/or try
unticking the various options).

The game defaults to using Direct3D 9, running in windowed mode at 800x600 (although on Linux,
OpenGL is always used). This can be changed by running the "Conquests Preferences" program:

API (Windows only) - choice of Direct3D 9 or OpenGL. Depending on your graphics card, one of these might give better frame rates. It's also worth trying OpenGL if there are problems running the game on your machine. (The Software Renderer is experimental, and no use for this game.)

Resolution, Fullscreen- resolution of the window, and whether to run in windowed or fullscreen mode.

Difficulty level - How strong the other civilizations will be. Note that all difficulty levels use the same AI code, but harder difficulty levels give
advantages to the AI (science and production output). On Medium level, the AI is exactly equal to you (i.e., the game is "fair"). On Easy level, the AI has
penalties instead.

Map - You can either play on a new map, which will be generated randomly, or load an existing map. If you choose a new map, you will be asked for the
size of the world, and whether it is "flat" or "round". (Round means that if you keep going east or west, the map wraps around to the start.)

Number of opponents.

AI aggression - Affects likelihood to wage war and/or make peace.

Length of game - You win the game by either defeating all the other civilizations, or
having the highest Power after the specified number of turns. Note however that you can
still continue to play after this limit.

Your civilization - This affects which starting technology you receive, as well as
which Great Project you can build. See Civilizations, below.

You start with a "Settlers" unit, which can be used to build cities. Click "Build City", or press 'B', to build your first city at the current location. The City Window will then open, giving details on your first city. By default, the city will produce Peasants. You can change this by selecting in the "Change Build?" list, and then clicking "Change Build". Initially the only options are Peasants and Fort. You can obtain information about what can be build by clicking "Info." Click "Okay", or press Return, to return to the game.

Next you have a "Peasants" unit to use. You can choose between:

Explore nearby. Units can be moved using the arrow keys or numeric keypad, by clicking on the movement buttons, or by right-clicking on an adjacent square.

Start building roads - move to the square you want to build, and press "R" or click "Build Road". Roads take a few turns to be built. Roads allow for faster movement of units, and increase the Science output of nearby cities.

Press "F" or click "Fortify", keep the unit defending the city. You will no longer be asked for orders for this unit, until you reactivate it. For units at a city, click on the city to open the city window, select the unit from the list at the bottom, and click "Activate Unit". For units not at a city, simply click on the unit.

When all units have moved, the turn will automatically end. If you've built your first city, you'll be asked what Technology you want to start researching. Note that you can end the turn at any time with the "End Turn" button. If no units need to be moved in a given turn, you'll have to click this, or press Return, to move to the next year.

After a while, your city will grow in population (to 12,500). At this point, you are able to build new Settler units, which can be used to explore and build more cities. Note that cities can only be built if they are at least a certain distance from other cities, so if the option to build a city is not available, move the Settler unit further away.

Note that you can move around the world map either by moving the mouse to the edge of the screen (or outside the window, in windowed mode), or by clicking and dragging on the terrain.

A - For units that can build roads/railways, automate it so the AI controls it automatically (click on the unit to reactivate it and disable the automation).

B - Builds a city (if the current unit can build cities, and a city can be built at this location).

B - Bomb enemy city (for air and missile units).

C - Centre on the active unit.

F - The unit remains where it is until reactivated (click on the unit, or go to the City window if the unit is located at a city).

G - Select a target to automatically move the unit to (click on the unit to reactivate it and disable the goto).

H - Centre on your first city (if you have built any).

L - Load a previously saved game.

M - Displays the world map.

N - Start a new game.

R - Builds a road/railways (if the current unit can build roads).

R - Reconnaissance, allows you to pick a region to reveal the fog of war for that turn (for air units).

S - Save the current game.

T - If at a city with a Harbour, Port or Airport improvement, allows the unit to travel via sea/air to nearby land squares.

W - Tells the active unit to wait until you have moved other units.

Z/X - Zoom out/in.

F1 - List all your cities.

F2 - List all your units.

F3 - List the civilizations you have met. You can also select one to contact, and
either declare war (or make peace), exchange technologies, share maps (if you have both
discovered Maps), or make Right Of Passage Agreements (if you have both discovered Writing).

Right click on square adjacent to current unit - Moves the unit to that square (if a valid move).

Click and drag on terrain - Scrolls the viewpoint.

Click on one of your units - If the unit is automated or moving under "goto", it undoes the automation/goto. If the unit has
moves left, the unit is activated, unless there are multiple units at that location, in which case a window opens allowing you to select
the unit to activate. If the unit doesn't have moves left, a window opens showing you the units at that location.

Click on enemy unit - Displays information about units at that location.

Click on terrain - Displays information about the terrain.

Click on one of your cities - Opens the city window.

Control + Click on one of your cities - Shortcut to change city production.

Shift + Click on one of your cities - Displays terrain and units (similar to when clicking on terrain).

Note that building a city will remove any bonuses at that square - you should build on a
nearby square to make use of the bonus.

Roads and railways, when built on grasslands, artic and desert, also increase the science output of a city.

Each civilization has territory, which surrounds the cities. The borders of a civilization's
territory are drawn on the map in the civilization's colour. It is an act of war to enter
another civilization's territory, unless you have a Right Of Passage Agreement. This can only
be obtained when both of you have discovered Writing. This can be done from the Civilizations
window (press F3).

Your civilization is made up of one or more cities, which can be built with Settler units. You can
display and control details for one of your cities by clicking on it. This opens the city window:

At the top of the city window, general information about the city is displayed.

Towards the left, the list displays improvements and units that the city can build. To change
the item currently being built, select it in the list, then click "Change Build". Click "Info." to
display more details about the currently selected item.

At the top right is displayed a list of the city improvements that this city has already
built.

Below that is a list of elements that this city holds. See below for more details.

At the bottom is a list displaying units that are located at the city square. You can use the
buttons to activate the selected unit, activate all units, or fortify all units.

Click Okay (or press Escape or Enter) to close the city window. Destroy City can be used to
get rid of a city you no longer want. City Stats displays some information on factors that affect
the city's output.

Each unit or improvement has a basic "cost"; the city's production contributes to this cost each
turn. E.g., a unit with cost 20, for a city with production output 2, will take 10 turns to
build. However, many units and improvements also require a certain amount of elements in order to
build. The following types of elements exist:

Wood - City produces 1 wood unit per turn for every Forest in the city radius.

Stone - Requires a Quarry. City produces 5 stone units per turn, plus 1 for every
Mountains in the city radius.

Bronze - Requires Bronze Working. City starts off with 20 bronze units, and produces 2
per turn, plus 1 for every Hills in the city radius.

Iron - Requires Iron Working and a Mine. City produces 5 iron units per turn, plus 1 for
every Hills in the city radius.

Land units can attack enemy units by attempting to move into the square containing the enemy
unit. As a result of the combat, either you or the enemy unit will be destroyed. To attack enemy
cities, similarly attempt to move to the enemy city square. Once all enemy units there have
been defeated, you will capture the city. For cities of population greater than 10,000, they will experience
"resistance" for the first few turns after capture, which reduces their productivity (this does
not apply if you are recapturing a city that was recently captured by an enemy). For cities of
population less than 75,000, you are given the choice of using your troops to crush the resistance. If
you do, this will reduce the city's population, but also reduce the resistance.

Your Power is a measure of the size and success of your civilization. It is dependent on your
total population, and grows over time; in addition some improvements also produce additional Power
every turn. You will receive a random bonus everytime your Power increases beyond a power of 10.
Power is also used to determine the winner of the game, after the specified number of turns (unless
you wipe out all other civilizations - or are defeated yourself before that time).

There are 10 civilizations to choose from, each of which has a specific starting technology.
Each civilization can also build a Great Project - this is an improvement which only that
civilization can build, and which offers greater benefits than most other improvements:

The Romans - Colosseum (+4 to growth rate to the city).

The English - Stonehenge (+4 growth rate to the city).

The Egyptians - Pyramids (+1 production to all cities).

The Americans - Apollo Programme (increases base scientific research by 100% for all cities).

The French - Eiffel Tower (+2 production to all cities).

The Greeks - Colossus (+5 to growth rate to the city).

The Vikings - Hammer of Thor (all units are automatically veterans).

The Russians - Mir Space Station (increases base scientific research by 100% for all cities).

For complete reference details on all Technologies, Units and City Improvements, see the
reference.html file (on Windows, run Conquests Reference from the Start Menu; on Linux, this
is installed to /usr/share/doc/conquests/ ). When playing the game, you can also access
in-game help by pressing the "?" button.

You can create your own world maps, using Tiled Map
Editor. See conquests/data/maps/creating_maps_readme.txt in the program folder for
details.

For more advanced modding, Conquests uses scripts written in
Lua for various parts of the game, which can be edited to
modify the game. The scripts are located in the conquests/data/scripts/ folder. The following
scripts are currently available:

ai.lua - Most of the higher level AI is performed in this script. You must implement
the function chooseBuild(), which is called when a city needs to choose a new item to build,
and doUnitAI(), which is called when a unit needs to do something.

generate_bonuses.lua - The available bonus resources are fully moddable.

generate_buildables.lua - Generates the city improvements and units in the game. Note
that various special effects for improvements are still hardcoded; this also means it's not
advised to remove existing city improvements. I hope to make this fully moddable in future.
Units (referred to as unit templates) can be modified, added or removed. New unit templates
should have their own graphical files added.

generate_races.lua - Generates the available races of civilizations. There must be at
least 7 races.

generate_technologies.lua - As with improvements, some special effects for
technologies are still hardcoded, and you shouldn't remove any existing technologies. I hope
to improve this behaviour in future.

See the script files themselves for more help. Note that any additions should be consistent
between files - e.g., if a new improvement, unit or bonus resources requires a new technology,
then you should make sure that new technology has been added.

Currently Conquests doesn't support loading in different "mods", but you are free to
distribute your own modded version of Conquests (see Licences, below). (Also, I don't guarantee
at the moment that future versions will maintain compatibility, so distributing as a separate
archive is recommended for this reason also.) Or if you prefer, feel free to just distribute
your scripts on their own, and let users manually copy the scripts in (but it's probably best
to state which version(s) of Conquests you know the script to work with).

Please let me know if you are interested in modding - I'm unlikely to add functionality to
this area if no one seems to want it...

For Linux, located in $HOME/.config/conquests/savegames (in Ubuntu, go to menu Places->Home Folder, then
make sure View->Show Hidden Files is selected, then open the folder .config).

The start of the current turn is automatically saved under "auto.sav".

The "log.txt" file. This can be found:

For Windows, located in "%APPDATA%\conquests".

For Linux, located in $HOME/.config/conquests (in Ubuntu, go to menu Places->Home Folder, then
make sure View->Show Hidden Files is selected, then open the folder .config).

The log file is overwritten each time you run the game, so you'll have to take a copy straight
away - although note that the last-but-one game log will be available under "log_old.txt";
also on Windows, in the case of assertion failures, it will also be copied to
"log_assertion_failure.txt").

If under Linux and no log.txt file is generated, try running conquests.out from a Terminal
window, and note if that gives any error messages.

A description of what happened, and what steps you took that resulted in the bug.

Any details of your system may also be helpful, e.g.: operating system, CPU, graphics
card, Direct X version if relevant.

If you would like to contribute to Conquests, there are various ways you can help:

Porting - Feel free to port Conquests to other platforms. If you send me the
files, I can integrate them into the main source. Please contact me if you want to port,
and are after help or advice on what changes are required.

Art/Sound/etc - I've managed to create Conquests using 3rd party artwork or
procedurally generated content, so there isn't any "programmer art" that needs replacing
right now. However there are various areas where more could be added, e.g.: images/icons
for each technology or improvement; images for certain events (e.g., combat, air raid);
small icons for the bonus resources, to replace the current coloured blobs; additional
sound effects; music (e.g., music for each civilization, or background music whilst
playing). Please contact me with any contributions.

Tell people about it! - If you like the game, then please feel free to tell
other people about it, on your blog/Twitter/website/etc :)

Will Conquests be available for other platforms? I can only support Windows and
Linux, but if anyone else is able to port it to another platform, please let me know.

Will there be a multiplayer version? No, I have no interest in this. (Though since
Conquests is open source, anyone is free to have a go making a multiplayer version.)

I have an idea for a feature request, will you add it? I'm happy to listen to any
ideas or suggestions. I can't promise I'll implement them (maybe I have different ideas on
what I want to write; maybe it's something I don't get round to doing).

Is Conquests moddable? Various parts of Conquests are moddable by using Lua scripts.
See the scripts in the conquests/data/scripts/ folder. Most of the higher level AI is
performed in Lua. Races, Technologies, Units and City Improvements can also be modified. In
future versions, I hope that Conquests will be fully moddable, but this is not yet
supported. Also see "Modding" above for more details.

Why does the Linux Ubuntu version require at least 10.10? I use Launchpad to generate
binaries, which fails when using Cg Toolkit 2. This bug was fixed with Cg Toolkit 3, but on
Ubuntu, it's only available on 10.10. If you compile from source yourself, it should work okay
on earlier versions using Cg Toolkit 2.

I'm having a problem with compiling the source code, what's going wrong? Please see
the file conquests_source.txt that is supplied in the source archive, for more help and
information.

Why are graphics copied from FreeCiv? Many of the graphics are used from FreeCiv,
legally under the GPL (see below). I'm no graphics artist, and this
seems preferable to using poor placeholder graphics. If you are willing to contribute
improved graphics for the project, please let me know.

Version 1.3 (Work in progress)
UPDATED Windows version now compiled with Visual Studio Express 2012.
Version 1.2 (2012/09/22)
FIXED Fixed makefile for Ubuntu 12.04.
FIXED Slow time rate on some Linux installations.
FIXED Mousewheel zoom wasn't working when mouse was over minimap.
FIXED FPS now accurate on Linux.
ADDED Application icon.
ADDED Display history for military strength too, under F5 scores screens.
UPDATED Improved method of not displaying the movement buttons (wasn't working
right for high resolutions).
Version 1.1 (2012/05/04)
FIXED Fixed source code and makefile for GCC 4.6 (Ubuntu 11.10 Oneiric).
Version 1.0 (2012/02/19)
FIXED Crash when declaring war on a civilization not yet made contact with,
by sea travel.
FIXED Fixed some minor memory leaks.
FIXED Sound wasn't being properly freed on exit; now fades out.
FIXED Issues with drawing rectangles on OpenGL.
FIXED Water animation was too fast on Linux.
AI AI now prefers to stack units, and prefers to attack larger cities
(particularly when invading by sea).
RULES Rebellions can now occur - units that attack your own civilization!
RULES Win conditions - conquering the entire world, or having the highest
power after a set number of turns.
RULES All cities now produce power depending on size; increased power output
of city improvements.
RULES New civilization: Mayans.
RULES New Great Projects - improvements that are specific to a civilization.
RULES Modern Tanks cost changed from 3000 to 2500.
RULES Sam Launcher cost changed from 2000 to 1600.
ADDED City window now has option to give advice on what to build next.
ADDED New option for Units window "Activate All Automated Units Of This
Type".
ADDED Support for touchscreens / one mouse button - right mouse button no
longer required.
ADDED Option to save world map of current game.
ADDED Scores window now has buttons to display historical graphs showing
Power, Population, Production, Science, Territory.
ADDED Progress bar on game startup.
ADDED Leader names for civilization races.
ADDED Information about each civilization displayed when choosing a
civilization to play.
UPDATED Linux version now installs to /opt.
UPDATED Linux version now stores data in ~/.config/conquests instead of
~/.conquests.
UPDATED Explains that entering enemy territory is an act of war, when player
tries to do so (rather than simply asking whether to declare war).
UPDATED When a player city builds an improvement, a more intelligent choice is
chosen for the default new buildable, instead of simply a defensive
unit.
UPDATED UI now supports click/drag to move map view around (useful for
touchscreen!)
UPDATED Save game files now sorted by creation date (most recent first); option
to sort by filename.
UPDATED Horizontal scrolling for string gadgets (no longer has overdraw).
UPDATED Increased save filename limit to 255 characters.
UPDATED Horizontal scrollbars for listboxes (no longer has overdraw).
UPDATED Improved frame rate when viewing city windows.
Version 0.15 (2011/09/10)
FIXED Terrain wasn't showing properly when using shaders / texture splatting
on Direct3D, on some ATI cards (e.g., Radeon HD 6570).
FIXED Windows version now compiled with CG Toolkit 3.0; this fixes problem on
ATI cards (e.g., Radeon HD 6570) where the game would fail to load when
using OpenGL.
FIXED Linux version failed to run on some ATI cards (e.g., Radeon HD 6570).
FIXED Crash if shaders failed to load; now the game carries on without those
shaders.
AI AI no longer builds a defender unit, if existing units will upgrade to
that next turn anyway.
AI Reduced problem of overproduction of Settlers in early stage, where the
AI's Settlers can't find or get to places to build cities.
RULES New gameplay concept: Elements. Cities can now obtain Wood, Stone,
Bronze, Iron, Gunpowder, Oil, which are required to build some units
and improvements.
RULES Fission Bomb no longer replaced by Nuclear Missile.
RULES Tanks no longer replaced by Modern Tanks.
RULES Castles improvement now costs 40 instead of 60.
RULES Swordsmen and Men-At-Arms can now upgrade (to Men-At-Arms and Riflemen,
respectively).
RULES New improvements: Cathedral, Quarry, Powder Mill.
RULES Church and Temple now make city grow faster.
RULES Market can only be built if the city has Gold bonus in the city's
radius.
ADDED Linux Ubuntu/Debian binaries now available for i386 and x64.
ADDED Animated water effect (when using shaders).
UPDATED Linux version now stores save games and log file in user's home
directory (in $HOME/.conquests/).
UPDATED Linux version now looks in /usr/share/ for game files, if not located
in the program folder.
UPDATED Linux makefile now supports compiling of the Qt Preferences program.
UPDATED Linux now supports make install, which installs the game properly,
including adding menu shortcuts. Also supports make uninstall.
UPDATED Significant performance improvements for AI and rendering on Windows
(thanks to Visual Studio Express 2010).
UPDATED Windows version now compiled with Visual Studio Express 2010 (SP1).
UPDATED Now using pre-compiled headers on some files, for Windows source.
Version 0.14 (2011/07/10)
NOTE v0.14 save game files are not compatible with v0.13 and before.
FIXED Crash when clicking on scrollbar area of listboxes and textboxes, when
scrollbar not actually displayed.
FIXED Units moving under Goto no longer attacking enemy units if at the
target square; had risk of crash if unit was destroyed in combat.
FIXED Assertion failure when running in 3D mode without texture splatting or
shaders.
FIXED Sheep bonus should be indicated by White, not Yellow.
FIXED Sea units info text shouldn't list moves or visibility range on help
text.
FIXED Help text for units now lists what technology / improvements are
required.
AI For AI and automated units, settlers no longer enter an enemy's
territory (when at war). (Stops settler invasion problem.)
AI Worker units will now attack adjacent enemy units rather than working
the current square, if odds are better to attack rather than defend.
RULES Renamed Cavalry to Cuirassiers.
RULES Can obtain technology by exchanging with other civilizations, even if
don't have the required terrain within a city square (e.g., don't need
Hills for Iron Working)
RULES Units don't become veterans simply for defeating Settlers units.
ADDED Ability to create custom maps (using Tiled Map Editor), see
conquests/data/maps/creating_maps_readme.txt for details. Some custom
maps have been supplied as examples.
UPDATED Improved input model: mouse clicks now properly detected as events.
UPDATED City sizes now shown only as populations, not discrete sizes.
UPDATED Populations now printed with commas.
UPDATED "New game" option now returns to main intro screen.
UPDATED Enlarged reference window.
UPDATED Removed debug window (though logging is still enabled).
UPDATED Documentation - Modding, Help Wanted, etc.
UPDATED Improved map: now displays in corner, and can be left open whilst
playing the game; clicking on map changes the current position; no
longer as blurry; softer colours.
UPDATED Scrollbar turns red when selected.
UPDATED Can now cancel during new game dialog windows.
UPDATED More busy pointers when the game is doing something.
UPDATED Don't quit if failing to load a game (e.g., corrupt or outdated save
game fail), instead return to main menu.
UPDATED Don't load some of the Vision engine shaders that are not being used.
Version 0.13 (2011/06/13)
FIXED Assertion failure that could happen in AI, when another civilization
had just built a city near to the unit.
FIXED Assertion failures when loading some invalid save game files.
FIXED Linking problems with Linux makefile for some distributions (e.g.,
Debian).
FIXED Sea and air units at a city should be destroyed, if the city is
destroyed by enemy.
FIXED English city name should be "Canterbury", not "Cantebury".
AI Fixed that AI was rarely building cities after year 100.
RULES New civilizations: Russians, Japanese.
RULES Cities now reveal map for all squares in and adjacent to their
territory.
ADDED Intro music ("Before the Battle", by Mattias Westlund, used under
CC BY 3.0).
ADDED Music ("Battle March", by Playonloop.com, used under CC BY 3.0).
ADDED In-game help - reference for all technologies, units and improvements.
ADDED reference.html file giving html reference for all technologies, units
and improvements.
ADDED New sound effect for completing a technology or a city improvement.
UPDATED Images for entering a new technological age.
UPDATED New "sword clashing" sound effect for earlier combat units, and new
"gun shot" sound effect for later combat units.
UPDATED Updated GUI-click and explosion sound effects (getting rid of
Creative Commons Sampling Plus 1.0 licensed files, due to being
non-Free).
UPDATED Automated units now move to nearest friendly city, if nothing to do.
UPDATED Cursor for textfields, can be controlled by left/right arrow keys.
Delete and backspace now work properly.
UPDATED Give civilizations' sea strength in Scores Advisor.
UPDATED Improved scrollbars.
UPDATED Added more documentation.
UPDATED More game info now initialised by Lua scripts: units, improvements,
bonus resources.
UPDATED Improved input model: keypresses now detected properly on text input
fields; all keyboard codes now interpreted correctly; avoid problem of
missed keypresses.
UPDATED Pressing escape now closes city window.
UPDATED Now using launchpad.net for hosting binary and source archives.
Version 0.12 (2011/05/08)
FIXED Crash when starting new game after playing an existing game, if the
mouse moved to the edge of screen.
FIXED Crash on exit if one of the 2D shaders failed to load.
FIXED Fixed the documentation regarding location of save game files.
FIXED AI shouldn't have been able to see units inside enemy cities.
FIXED On city window, clicking Destroy City, then cancelling, incorrectly
returned control to the main game loop.
FIXED Load game window now shows file times in local time, not GMT.
AI Variation in AI speech.
AI Don't declare war if the AI has no cities.
AI AI sometimes considers sneak attacks (declaring war) against cities
that it thinks may be weak or likely to be undefended.
AI Reduced weighting of building improvements that only contribute to a
Civilization's Power.
AI Tweaked some AI weights for Industrial era technologies.
AI AI was missing an opportunity to build Settlers, as city size grew from
1 to 2.
RULES Fog of war: enemy units can now only be seen when near to your cities
or units. Satellites technology eliminates fog of war.
RULES Air units can now perform Reconnaissance, to reveal fog of war for that
turn.
RULES New units: Galleons, Ironclads, Dreadnoughts, Battleships. These can
accompany units attacking by sea, and defend against incoming invading
units.
RULES Entering enemy territory is now an act of war, unless you have a Right
Of Passage agreement.
RULES Contact is now made with enemy civilizations by moving adjacent to
their territory.
RULES Special bonus resources: Iron, Coal, Wine, Gold, Sheep, Fish.
RULES Sailing requires Ocean near a city to research; Iron Working requires
Hills near a city to research; The Wheel requires Forest near a city to
research.
RULES New technology: Trade.
RULES New improvement: Market.
RULES Captured cities of size 1 don't start resistance (unless already
resisting). Give player the option of using troops to deal with
resistance, for cities of size less than 10. This reduces the
population, and reduces the resistance.
UPDATED Improved performance for automated units; avoid odd behaviour for
automated units where they spend ages moving around railways in
changing directions.
UPDATED Tweaked highlight colour to be more readable.
UPDATED Don't centre map on target when the player is the one bombing an enemy
city.
UPDATED Page up/down, home and end for textfields.
UPDATED Pressing Escape now closes more windows.
ADDED Units become veterans after a successful combat, giving them a 25%
attack and defence bonus.
ADDED Pressing control plus left mouse button on player cities now brings up
shortcut menu to change production.
ADDED Pressing shift plus left mouse button on player cities now brings up
terrain info and units window.
ADDED Scores Advisor window now gives Civilizations' territory size.
ADDED Inform player when entering a new technological age.
ADDED New City Stats button in city window, to display more detailed
information on what affects city production, science and growth.
ADDED City build list displays how many turns to build each item.
Version 0.11 (2011/03/24)
FIXED Assertion failure on some maps, due to 3D view with terrain splatting.
FIXED Fixed AI bug when deciding how long it would take to build defensive
units.
FIXED Close help windows when ending turn.
FIXED Fixed AI bug, getting confused by ocean squares when deciding whether
to build worker units.
FIXED Fixed AI cheating - AI was reading information from squares it hadn't
yet explored.
AI Tweak to AI code when deciding whether to build growth improvements or
defensive units.
AI Give priority to building growth improvements over harbour/port
improvements.
ADDED Fade effects.
UPDATED AI code rewritten in Lua.
UPDATED Civilization races now read in from external Lua script.
UPDATED Technologies now read in from external Lua script.
UPDATED Improved performance for Dijkstra's algorithm (path finding).
UPDATED Updated documentation.
UPDATED Improved AI path finding behaviour, when dealing with moving around
enemy units.
UPDATED Improved AI performance - avoid repeatedly calculating decisions for
each unit.
UPDATED Page up/down, home and end for list boxes.
Version 0.10 (2011/02/10)
FIXED Checks to avoid infinite loops in AI movement - now even if an AI bug
causes this to happen, the unit gives up moving.
FIXED Units didn't upgrade if the immediate upgrade unit was already
obsolete. Now we upgrade to the latest unit.
FIXED All air units can now travel between cities with airports.
FIXED Don't show explosions if square not yet explored.
FIXED "Press RETURN or click End Turn" text shouldn't display when automated
units are moving.
FIXED Crash to do with travelling.
FIXED Potential crash in AI since v0.6 (rushbuilding nukes).
FIXED Bug in path finding with travelling that led to potential infinite loop
in AI movement.
FIXED Progress of road/railway building wasn't being saved!
FIXED Incorrect calculations in path finding regarding Travelling.
FIXED Placement of buttons on city window.
FIXED Logging enabled on Linux.
AI Tweak to avoid weak units attacking stronger units more often.
AI AI now uses nukes before attacking with other units.
RULES New technology: Space Militarisation.
RULES New improvement: SDI Lasers.
RULES Increased power-per-turn of some improvements.
RULES Coastal Defence can now only be built by coastal cities.
RULES Harbours, ports, airports shouldn't allow making contact with other
civilizations.
RULES Temporary bonuses are now awarded when a civilization's power reaches
certain levels.
ADDED Option to Fortify All units, when clicking on several units.
ADDED Texture background rather than plain black, for unexplored map regions.
ADDED Sound effect for GUI clicks.
ADDED Makefile for Linux (no longer need Code::Blocks to compile).
ADDED 3D graphics view (can switch between new 3D and old 2D view).
ADDED New game option for controlling level AI aggression (normal corresponds
to the level of previous versions).
ADDED Goto option.
ADDED Square info window now shows x/y map coordinate, and road/railway
building progress.
ADDED Info window for improvements now shows "Replaced by"; and for
improvements and units now shows "Made obsolete by".
UPDATED Mouse wheel now controls zoom level.
UPDATED Increased movement speed (actual, rather than game) when moving along
railways; removed sound effect.
UPDATED Use "scientists" instead of "wise men" for industrial age onwards.
UPDATED New city icon for modern era.
UPDATED Save games list now gives date of files.
UPDATED Save game files on Windows are now stored in
%APPDATA%\Conquests\savegames. On Linux, folder name changed to
"savegames".
UPDATED Preferences config file on Windows is now stored in
%APPDATA%\Vision3Engine.
UPDATED Log file on Windows is now stored in %APPDATA%\Conquests.
UPDATED Ask for user confirmation before overwriting a save game file.
UPDATED Don't warn if we fail to save the autosave file (otherwise the warning
may end up showing every turn).
UPDATED Further UI improvements for 640x480 resolution.
Version 0.9 (2011/01/06)
FIXED Game still runs properly even if sound not available.
FIXED Large font wasn't displaying as bold under Direct3D renderer.
ADDED Ported to Linux (need to compile from the source).
ADDED Player can now choose city names.
UPDATED Now uses SDL for windowing and input routines (graphics still done with
Direct3D or OpenGL).
UPDATED Now uses SDL_Mixer for sound instead of DirectX.
UPDATED Load/save windows no longer rely on Windows GUI.
UPDATED Improved UI for 640x480 resolution.
UPDATED Mousewheel now works for scrolling listviews.
UPDATED Text entry boxes now display flashing cursors.
UPDATED Improved scrolling behaviour, now happens also when mouse is near edge
of window.
UPDATED Stripped out some unnecessary logging.
UPDATED Preferences program for graphical settings now uses Qt instead of .NET.
UPDATED Preferences program source code now included in source release.
UPDATED Source archive now includes necessary data files (so Linux users don't
have to download the Windows archive).
Version 0.8 (2010/11/28)
FIXED Alt-tab behaviour in fullscreen mode caused graphics corruption on
Direct3D 9 renderer (broken since v0.3!).
UPDATED No longer show "fps" messagebox when quitting.
Version 0.7 (2010/11/26)
FIXED Assertion failure in some cases when loading some save game files.
FIXED Assertion failure when cost of technology being researched was reduced
due to other civilizations discovering it.
AI Improved decision making when attacking enemy units.
RULES New concept: Power.
RULES New improvements: Church, Temple, Spaceport.
RULES Land units can now only attack enemies by sea if they are foot units.
RULES Cities have "resistance" when captured, which reduces their science and
production output. Resistance falls with time, and it can be more
quickly reduced by the presence of military units in the city.
RULES If improvements are destroyed so that a city is larger than maximum
allowed size, the city's population shrinks over time instead of
growing.
ADDED Option for "flat" or "round" world maps ("round" means wrap-around is
allowed).
ADDED Indicator bar added to indicate multiple units at the same square (bar
to the left of the unit).
UPDATED Map window now draws a box for the region currently shown on screen.
UPDATED When enemy planes attack and are shot down, window now displays name of
the city that was attacked.
UPDATED Improved performance of drawing units.
UPDATED Technologies window (F4) now displays info on the selected Technology
that you've discovered.
Version 0.6 (2010/10/18)
FIXED Civilizations are now encountered if their cities are discovered (not
just their cities).
FIXED Don't enable "End Turn" button when automated units are moving.
AI Don't move settler units to a square for building a city, if a settler
unit is already in that square.
AI AI gives higher preference to building nukes if its stockpile is too
small.
AI AI more likely to make peace, and less likely to declare war, against
civilizations with nuclear weapons.
AI Give preference to building cheaper improvements that allow city growth
(Farmland, etc), compared with expensive defensive units that would
take ages to build.
AI Settlers prefer building cities near a forest.
RULES Allow land units to attack enemies by sea (if they can travel there).
Sea attacks have 25% bonus to defender (50% with Coastal Defence).
RULES New civilization: Vikings.
RULES New improvements: Anti-Air Guns, SAM Launcher, Bomb Shelter, Coastal
Defence.
RULES New technologies: Spaceflight, Satellites, Microprocessor, Stealth,
Genetics.
RULES New units: Modern Infantry, Modern Tanks, Jet Fighters, Jet Bombers,
Stealth Bombers.
RULES Each civilization now has a free starting technology.
RULES Airport also required for air units to bomb; Missile Launcher also
required for missiles to be launched.
RULES Missile Launchers are immune from bombing attacks.
RULES Technology cost is reduced by up to 50% depending on number of other
civilizations that have already discovered it.
RULES Rocketry also increases the range of airports.
RULES Changed stats of Infantry, Tanks.
RULES Changed cost of Tanks, Fighters, Bombers, Cruise Missile, Fission Bomb,
Nuclear Missile.
RULES Bombers, Jet Bombers, Stealth Bombers, Cruise Missile can now causes
population damage.
RULES Missile Launcher now requires Factory.
RULES Industrial Revolution adds 4 to city production.
ADDED Ability to zoom view in and out.
ADDED Player can now choose which civilization to play.
ADDED Choice of how many opponent civilizations to play with.
ADDED New difficulty level, Insane.
ADDED Option to destroy player's own cities.
UPDATED New sound for nuclear missile explosion.
UPDATED Improved const-correctness in code, ensuring deep-const where relevant.
UPDATED Updated info displayed for units.
UPDATED Dark background for on screen text.
Version 0.5 (2010/09/20)
FIXED Possible infinite loop when handling automated units.
FIXED When loading game from intro screen, the year was incorrectly advancing
by 1, and unit moves were incorrectly being reset.
FIXED School should increase base science (so greater effect with Library,
etc).
FIXED Only show "fire" effect on cities if the square has been explored by
the player.
RULES New technologies: Computer, Flight, Fission, Advanced Flight, Rocketry,
Nuclear Missiles.
RULES New units: Biplanes, Fighters, Bombers, Cruise Missile, Fission Bomb,
Nuclear Missile.
RULES New improvements: Airport, Lab, Missile Launcher.
RULES Removed technology Electronics.
RULES Factories now require a Mine improvement.
RULES Agricultural Revolution adds 2 to city production.
ADDED City advisor list centres on city when clicked.
UPDATED Map now scrolls when modal windows are open.
UPDATED When showing units at a square, preselect the first unit that still has
moves left.
UPDATED Improvements list for City window is now a listbox.
UPDATED More information displayed for Units: what unit they are replaced by,
and whether upgradable.
Version 0.4 (2010/08/23)
FIXED Info text for Armourer was incorrectly saying it was required to build
Pikemen.
FIXED When Musketeers became available, Barracks reverted to producing
Peasants instead of Musketeers.
FIXED Fixed terrain texture generation so it didn't change each time due to
different random seed.
AI AI builds more defensive units in important cities, during war.
RULES New technologies: Atomic Theory, Electronics, Explosives, Motorised
Warfare.
RULES New units: Infantry, Tanks.
RULES New improvements: Hospital, School.
RULES Medicine now adds 20% to all units' attack and defence.
RULES Armourer is now made obsolete by Firearms.
RULES Some unit types now automatically upgrade at end of turn, if located at
a city, and that city can build the newer unit type (e.g., Spearmen
upgrade to Pikemen).
RULES Increased cost of Pikemen, Cannon, Cavalry and Musketeers.
ADDED Option to display world map (shortcut "M").
UPDATED Added more information in descriptions for technologies.
UPDATED Modified graphics for Militia and Riflemen.
UPDATED Removed dependency on InfoWindow::activeWindow.
UPDATED World maps are now random, complete with option for different sizes.
UPDATED Allow map scrolling when City window is open.
UPDATED Fire effect when cities are captured, destroyed, or lose population.
UPDATED Don't blink units when a modal window is open.
UPDATED Improved look of intro screen.
UPDATED Display "wait" mouse pointer when loading a game.
Version 0.3 (2010/05/06)
FIXED Texture splatting (i.e., drawing the terrain graphics) failed to work
properly under Direct3D9 on Windows Vista / 7 (NVIDIA 6100, 8600)
(error: "ps_3_0 shader can only be used with vs_3_0+ shader (SWVP or
HWVP), or transformed vertices").
FIXED Roads weren't being drawn in squares when there were no roads in
adjacent squares.
FIXED Fixed bug where unit that was building a road would move, and still be
marked as building a road.
FIXED It was sometimes possible to build units even if they were "replaced"
by units of newer technology.
FIXED If user loaded or saved game from another directory, the default
directory would get changed (causing the log file and autosave to be
saved in that new directory).
AI Reduced problem of settler overproduction in later stages of game.
AI Various general tweaks to AI behaviour.
AI Bug fixes to pathfinding.
AI Improved performance of pathfinding (now using Dijkstra).
RULES New unit: Militia.
RULES Changed Legion to Swordsmen.
RULES All technologies in one era must be obtained, before a civilization can
start researching ones from future eras.
RULES Walls, castle and fort have no effect if attacker has Gunpowder.
Gunpowder also means you can no longer build these improvements.
RULES New technologies: Feudalism, Gunpowder, Firearms, Magnetism, Physics,
Medicine, Scientific Method, Electricity, Steam Power, Agricultural
Revolution, Industrial Revolution, Nationalism, Combustion.
RULES New improvement: Factory.
RULES New units: Cannon, Cavalry, Musketeers, Riflemen.
RULES Military Tactics now requires Iron Working, as well as Archery.
RULES Barracks now produce unit every 25 turns, instead of 20.
ADDED Introduction options screen.
ADDED Difficulty levels (easy, medium or hard) - medium corresponds to the
level of difficulty of previous versions.
ADDED Railways.
ADDED Warn before activating units that are building a road.
ADDED Show potential city border for Settler units, if they can build a new
city.
ADDED Option to activate all units of the selected type, in the units
advisor.
UPDATED Now compiling with Visual Studio Express 2008.
UPDATED If a better "replacement" unit becomes available, cities will
automatically switch to building the better unit.
Version 0.2 (2010/01/21)
FIXED Bug where mouse clicks would be registered after closing a city window,
which could cause the city window to reopen.
FIXED Shouldn't show "build roads" help text for Settlers (issue when loading
saved games).
FIXED Wasn't displaying Civilization graphical image in Contact screens, when
using OpenGL.
FIXED Wasn't freeing data properly if failed to start up.
RULES New option to share world maps with the AI.
RULES New technologies: Sailing, Maps, Castles, Education, Medieval Arms,
Navigation.
RULES New improvements: Harbour and Port (allow sea exploration and travel),
Armourer (allows building Men-At-Arms and Knights), Castle (increases
city defence by 50%), University (increases research by 50%).
RULES New units: Knights, Men-At-Arms, Pikemen.
RULES Cities lose population when successfully attacked (not just when
invaded), unless the city has Walls improvement.
ADDED Units can be automated for road building.
ADDED Can now move units by right clicking on adjacent square.
ADDED Clicking on squares now shows terrain name.
ADDED Play sound effect if user tries to move unit to an invalid square.
ADDED Copy log file to "log_assertion_failure.txt" on assertion failure.
ADDED Option to display map grid.
ADDED Automated testing.
AI Cities were building workers for unimproved squares, even when those
squares couldn't be reached (i.e., they were across water, with no
harbour/port).
AI Sometimes builds city improvements before other possibilities, after
Year 100.
AI Don't build science bonus improvements (Library etc) if all techs have
been discovered.
AI Improved road building, build roads between (close) cities.
AI Randomisation of AI exploration directions.
AI Improved behaviour on choosing which units to defend cities (e.g.,
avoid sending Spearmen out to attack, etc).
AI Improved behaviour on choosing where to build cities, based on terrain.
AI Settlers avoid building cities if adjacent to an enemy.
AI More randomness in AI choice of technologies to research.
UPDATED Improved performance for drawing roads.
UPDATED Up/down key control for list and text boxes.
UPDATED Restricted map view scrolling at bottom and right.
UPDATED List total production for each civilization in Scores window.
UPDATED Units Advisor doesn't close window when activating fortified/etc units.
UPDATED Units Advisor centres on units as you select them from the list.
UPDATED City bonuses shown for combat, if relevant.
UPDATED User can now click on single units to show a window displaying their
information.
UPDATED Centre on home city after loading a saved game.
Version 0.1 (2009/08/17)
First public release.

Conquests is released under the GPL v2 or later,
except where noted below. Conquests makes use of:
GLEW (see GLEW_LICENCE.txt in binary archive, or the relevant
source code files in the source archive, for the licence),
GLM (see GLM_LICENCE.txt in binary archive, for the licence), and
TinyXML (released under the zlib licence,
see relevant source code files in the source archive).

Freetype, dual licensed under the GPL and the Freetype Project License.

In short, this means you are free to distribute the archive as a whole, including
commercial redistribution. If distributing the binary archive on another website, you should
make the source archive available for download too. If distributing the binary archive on a
physical medium (CD etc), it's sufficient to distribute the source archive too on the same
medium (see the GPL for other possible ways to satisfy the licence). If you wish to modify or
create derivative works, please pay attention to the individual licences.

If you are viewing the readme that came with Conquests,
see here for the
online version.